Konosuba TRPG: Tipps, Tricks and Ressources

Einfach ein kleiner Artikel der Tipps, Tricks und Ressourcen zum Konosuba TRPG sammelt.

cover of the english version of the konosuba TRPG
Das englische Cover des Konosuba TRPG, erschienen bei Yen Press.

Table of Content

Tips, Tricks and Guides

This Section shall be for general Tips, Tricks and Guides regarding the TRPG. As with Quests / Scenarios I will include a Link to the Doc and reddit-thread where possible.

Character Creation

Aliniel wrote a small guide on how to create a character from scratch. This process is also outlined in the rulebook on the pages 116 – 120. Here are the links: Konosuba Character Creation Guide (Google Drive)reddit

Rule Clarifications and Cleanup of Translation

While going through the rules while learning the game the community over on discord noticed some inconsistencies with the english translation. So with the help of Comminty-Members gerula and Lei and the japanese version of the Rulebook here is some stuff that is incorrect or needs clarifications.

Typos

Orcs and their gender (Thanks to Lei!):

A quick one. The english version states all orcs would be male, but each fan of the show/books should know that the orcs in konosuba are female only.

-> Reference page 279

Class Modifier Table:

There are some typs in the Class Modifier Table listed in the Appendix of the english-version on page 308. For a correct Reference use the table on page 120 of the book. Here is whats wrong:

MP Gain Difference
In the EN appendix the Assassin’s MP gain should be +14 not +4

Adventurer Modifiers
The STR and DEX values should have a +1 before them, making it a +1 across the board.

-> References EN: Page 120 & 308; JP: Page 120 & 312

Character Sheets for the sample Characters (pages 100 – 109):

The first Sheet of the Reincarnated Adventurer falsely states that the class is „Warrior“. Looking at the Skills and Build of Character Number 1 it is clear, that the Class should „Adventurer“ instead. Likely a Typo since Character Number 2 is actually a Reincarnated Person with the Class Warrior.

In the Ability Checks Table (the one under the Characters Level) the „# of dice“ is listed falsely as „d2“ instead it should say „2d6“ here. Only the Thiefs Sheet is correct in this regard.

Mistranslations

Maximum Number of Blessings and # of Uses: (Thanks to Lei!)

The Book does a poor job for the Blessings explaining „# of Uses“ actually means. The English translation says: „The number of Blessings a character has is equal to their luck“, this would imply that the number of Blessings a Character can have is determined by their Luck Modifier.

According to Lei it should read: „You may at most use a number of Blessings equal to your luck bonus for any one die roll“, which is what it says in japanese Version. So the „# of Uses“ actually is the number of Blessings you can use at max for one diceroll.

-> Reference Page 235

Death Checks (Thanks to Lei!):

The English Translation says you have to do a death check „at the end of each round“, while the japanese version says to do the death check „at the end of combat (round progression)“.

This makes quite the difference. In the english version a knocked-out Adventurer would need to do a death check afer the end of each Round in Combat (liklely in the Cleanup-Phase). Making it very likely that a player will die, since there would be so many chances in a longer fight.

The Japanese version the death check is made once combat is over.

-> Reference page 233

Cheat Loan on Destiny (Thanks to Lei!):

The Demerit of Skill basically punishes you for taking to much of a Loan on your Destiny (aka. you used to many Blessings). The Effect lets you fail every check you make, excluding critical roles, when a condition is met.

The English version lists „when you are at 0 or less blessings“, while the japanese says: „when you are at less than 0 blessings,“

This is a very important distinction. In the english version this effect would activate when you are at =<0, so even if your Blessings are just 0. This is allowed even without having this Cheat.

The japanese version makes more sense here since the cheat allows the Character to use Blessing even if they don’t have any more (so it allows to go negative), but using this also triggers the demerit.

-> Reference page 202

Reincarnation Boon: Armor & Reincarnation Boon: Weapon (Thanks to gerula):

The English version mentions the effect takes place „Before Playing“ which can be confused as only in the character creation step. The JP version uses the word „PREPLAY“ which, according to the Session Progression section (EN: Page 208; JP: Page 209) , takes place at the begging of each Session.

„Reincarnation Boon: Armor“ has the same problem.

-> Reference page 127

Poor Wording / Clarifications

Weight Limit & Carrying Capacity (Thanks to gerula):

The Book’s wording on this is quite confusing and it doesn’t match with the Example Characters. So from what we managed to figure out by comparing the Example Characters is that the Weight Limit is calculated like this:

Weapon Weight limit = Base Strength (+ Skill Modifiers if any)

Armor (+ Accessory) Weight limit = Base Strength (+ Skill Modifiers if any)

Belongings Weight Limit/Carry Capacity = Base Strength + Items (i. e. Backpack) (+ Skill Modifiers if any)

Resources

Game-Master Screens

Ayra from the Konosuba TRPG discord put together some really nice PDFs, which can be used for Game Master Screens. These contain the most vital info for GM when running a session and feature a neat design for the players to look at while you hide behind it. They are formatted in a way that they fit into those DM screens you know and love from D&D.

Ayra even made a few variants for you to choose from. You can either choose one that has a more stylized background (called „with background“) or plainer ones with white background (called „clean“) to save on ink while printing.

Both of these version are either availiable in a file for professional print (which is the wider one that includes cutting marks) or a version for home printing that is split up in pages already. The professional print one should also prove useful when playing a VTT or something using a PC.

Here is a link to the files for you: GM Screens for Konosuba TRPG

Character-Sheets

This sections contains Character Sheets for use with the RPG.

Character Sheet for Konosuba TRPG by Yenpress Download: Official Konosuba TRPG Character-Sheets (Color, US-Letter)

Form-filliable PDF-Character-Sheets download (thank you gerula for making them!): Downloads (Google Drive)

printable black&white Character Sheet in DIN-A4 Format (by LND): Printable Character-Sheet DIN A4 – pdf-Download

Character-Sheets for the Sample-Characters listed in the books as Spreadsheet and PDF for print: Sample Character-Builds Konosuba TRPG

Self-Calculating Character Sheet (Updated 2nd May 2022, v1.3)

Finally I am done with it. After a whole weekend of staring at spread-sheets and banging my head against it with the really nice people from the Konosuba TRPG Discord & Subreddit, I have something special for you.

A self-calculating Character Spreadsheet! The basic Idea behind it is to create and maintain your character quicker and easier. I know that not everyone is a fan of them, but they can cut down a „Session 0“ quite a bit.

The sheet is basically a small database containing data from the books (yes I did actually type it all in manually). To make it easier for you to make a character I added a lot of drop-down where you can just select the stuff you want. The sheet than takes over a lot of the calculations for you!

You can either use the sheet in LibreOffice / OpenOffice (ods-file) or Excel (xslx-file). Testing revealed that the Sheet does not work in Google Sheets for now. I am working on a version that is compatable and will link that one at a later date.

As always it has some caviants:

    • The sheet allows for „impossible“ builds, which are against the rule of the game! The sheet has no real validation built-in. So it’s up to the DM and Player to determine if the sheet is valid or not!
    • The included Drop-Down have rather small arrows sadly. You can still open them no problem. Select the appropriate Cell and press Alt+Down.
    • HP and MP have to be calculated with user-input to account for class changes and other stuff. This can be done in the „Status Calculation & Level Up“-Sheet.
    • The Stat Boosts you gain from a Level-Up also requiere User-Input, again to account for class changes and some other stuff.
    • If you get Boosts from a Skill that also needs to be filled in by the user in the appropriate cells.
    • Items and Belongings: Since there are so many items (like monster-drops) in the game I did not include those. So each player has to fill the name and weight of their possesions themselves. Total weight is calculated for you.
    • Shields‘ weight are calcualted as weapon weight. Dunno if thats right though.
    • Equipping two weapons one in the left and one in the right does not stack unless you are a Thief and using the Skill „Twin Blade Skill“. The Sheet always adds both weapons together, so its on you to check if the build is actually possible.

The most important thing really is: This sheets comes with no gurantee that everything is correctly calculated and set-up. If you are unsure about a value and if it is calculated correctly please consult the rule-book and manually check the calculated value! Here is the download:

Self-Calculating Spreadsheet Downloads: Self-Calculating Character-Sheet for Konosuba TRPG (ods & xlsx)

Changelog Self-Calculating Konosuba TRPG Character-Sheet
    • 15.April 2022 v1.1: corrected some sum formulas for hit checks, dodge checks as well as weapon and armor weight sums. Added Excel-Version for the Sheet.
    • 16. April 2022 v1.1 (still since minor change): After checking the Rules again with help of the japanese version of this book (Thanks Lei over on discord for the great help with that) there was a small text change in the sheet. A Character has atleast 5 Blessings. The Luck Ability Score only determines how many Blessings per Roll a Character can spend at once. You still are allowed to use all the blessings you have at max per session. The Text was clarified to reflect that.
    • 18. April 2022 v1.2: Fixed a small error where the number of „maximal usuable Blessings per Roll“ was wrongly determined by Ability Score instead of Ability Modifier.
    • 02 May 2022 v1.3: Added Skills from the advanced rulebook translated by Lei, added Race Demon King Army from the advanced rulebook translated by AlternateSoul. Thank you to Watson for Proofreading and shortening the descriptions for the skill effects!

If you find any problem please feel free to share them with me in the discord linked below (be sure to ping stefan230#7291) or via E-Mail to redaktion@lightnovel-dungeon.de under the subject „Konosuba TRPG Sheet Problem“.

Creative Commons License
Konosuba TRPG Spreadsheet by Light Novel Dungeon (Stefan) is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Monster-Cards

gerula came up with a very good idea: To make the monster-information more easy to read he came with a template. They look something like this (this one is for a Bandit):

A sample of a filled out monster-card for the bandit. (made by gerula filled in by Patty Cakes) Thank your for all that work! Click to enlage.

Patty Cakes got to work on filling one out for all the monsters in the book. I like them very much since they show the most important information in an easy form. You download them here on Google Drive: Monster Card Sheets for Konosuba TRPG (Google Drive)

Quests / Scenarios

This Section of this guide list a few quests / scenarios for you to play with your group. I will include a link to the document and the reddit-thread (if there is one)

God’s Blessing on this Toad Hunt: An Altered Write-up of the Replay by Patty Cakes: Writeup (Google Drive)redditBoss Card

A Cabbage Hunt for These Adventurers by Patty Cakes: Writeup (Google Drive)Monster Card (Giant Melon)

Stuff from the Konosuba TRPG Advanced Rulebook (Japanese Only)

The Japanese version has a second book for this TRPG, a Advanced Rulebook. Lei and some other Community-Members are on the task of tranlating the most useful stuff in it like Item Lists and Skills and such. This book basically adds-on to the rules we have in our english Basic Rulebook.

If you want to help with the translation efforts feel free to join the Konosuba TRPG Discord-Server. I have an invitation at the bottom of this article.

Huge Thank you to Lei, Alternate Soul and Arya for all the work you put in!

Here is what the Communty has translated so far, as this an unofficial fan-translation I can’t take any responsibility for the correctness. You can just click on the grey tabs to open them. To make searching easier in this you can also download this Text File: Extra Skills Advanced Book

Extra Skills Races

This Section contains some more Skills for the Races you know from basic races and the advanced rulebook includes a few new races to choose from (not yet all translated).

Extra Skills: Reincarnated Person

Isekai Business
Timing: See effect
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Once per scenario
Effect: You can use this skill when you purchase an item with a value of no higher than CLx100 KE. You acquire the item without reducing your cash reserves. You can also choose to use this skill when paying for Lifestyle and Base Maintenance costs during Afterplay.
The skill to use knowledge from your past life to gain a stable income.

Isekai Business II
Timing: See effect
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Once per scenario
Effect: You must have Isekai Business to learn this skill. You can use this skill when you purchase an item with a value of no higher than CLx1000 KE. You acquire the item without reducing your cash reserves. You can also choose to use this skill when paying for Lifestyle and Base Maintenance costs during Afterplay.

Reincarnation Boon: Shield
Timing: Item / On creation
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: During Preplay, select one item of the Shield type that you own. The chosen item gains +1 physical defense, and +2 magical defense.

Reincarnation Boon II: Power of Fate
Timing: See effect
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Once per scenario
Effect: You must have Reincarnation Boon: Power of Fate to learn this skill. You can activate it when you have used one or more blessings to add extra dice to a roll. Add a further +2d6 to that roll.

Reincarnation Boon II: Shield
Timing: After damage roll
Check: Auto success
Target: Area
Range: Close
Cost: –
Max SL: 1
Usage Requirements: Once per scenario
Effect: You must have Reincarnation Boon: Shield to learn this skill. You can use it when you have the shield chosen for Reincarnation Boon: Shield equipped. The damage the target(s) receive is reduced by 3d6.

Reincarnation Boon II: Weapon
Timing: Before damage roll
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Once per scenario
Effect: You must have Reincarnation Boon: Weapon to learn this skill. You can use it before rolling damage for an attack made using the wepon chosen for Reincarnation Boon: Weapon. The damage of your attacks increases by 2d6. This effect lasts until the end of the round.

Reincarnation Boon II: Armor
Timing: Setup Process
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL:
Usage Requirements: Once per scenario
Effect: You must have Reincarnation Boon: Armor to learn this skill. You must be wearing the armor chosen for Reincarnation Boon: Armor to use it. Add +1d6 to all checks that you make. This effect lasts until the end of the round.

Extra Skills: Native Inhabitant

Talent
Timing: Passive / on creation
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Choose one Base Ability Score when you choose this skill. Add +3 to that Base Ability Score.

Deep Faith
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: This skill only has an effect if you have learned a „Faith: ~~ “ general skill. You add +3 to the damage of your attacks and to your HP recovery effects. (I can’t tell if this refers to ‚when your HP is recovered‘ or ‚when you restore someone’s HP‘, but I think it’s the former.)

Big Eater
Timing: Passive / on creation
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Choose one ability score when you learn this skill. Checks you make using the chosen ability score receive a +2 to the total result. However, your lifestyle costs are increased by 50% and have a minimum of CLx10 KE.

Patient Soul
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Your Reaction checks made using Mind receive +1d6.

Tenacity
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: You have +1d6 to Death Checks.

Information Network
Timing: Before Check
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Three times per scenario
Effect: Use this skill before you make an Information Gathering check or Enemy Identification check. You receive +2d6 to that check.

Culinary Tradition
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: This skill affects items of the Food type that recover HP or MP. Add +2 to the effect of those items when you use them.
A skill that shows your family or home region has a particular cooking style that has been passed down to you. It’s delicious to you, but nobody else seems to understand.

Extra Skills: Crimson Magic Clan

Chosen of the Elements
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Choose one element when you learn this skill, and write it down as „Chosen of the Elements: Fire“ or similar. When an attak you make deals damage of the chosen element, add +3 to the damage dealt. You can only learn this skill for one element.

Dramatic Comeback
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: This skill activates while you are under the effects of a negative status effect. Add +5 to the damage of your attacks.

Genius
Timing: See effect
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Once per scenario
Effect: Use immediately before you make a roll that is not a check. Add +2d6 to that roll.

Specialist Spell
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Choose one skill with Type: Spell during preplay. Checks you make for using that skill receive +2 to their total result.

Number One
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: This skill is active when you are not currently engaged with any other characters, whether ally or enemy. Attacks that you make deal +1d6 damage.

Self-introduction
Timing: Setup Process
Check: Mind
Target: Area (Choose)
Range: Vision
Cost: 3
Max SL: –
Usage Requirements: Once per scene
Effect: You can only use this skill during the first round of combat. Make a Mind check opposed by your targets‘ mind checks. If you win, the targets‘ have their Action Points lowered by 4.

Demonic Power
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Skills with Type: Spell that you use have their Cost lowered by 1 (min 1).
A skill that shows you claim to be a supernatural devil monster of some kind. Whatever the truth, you have enough magic power to waste.

New Race: Demon King Army

For this Base-Stats are also included, since it is a whole new race that got added to the game with advanced rulebook.

Base Stats:
Strength 9
Dexterity 8
Agility 9
Intelligence 9
Perception 7
Mind 8
Luck 7

Demon King’s Army: Demon
Timing: After check / On creation
Check: Auto success
Target: Single
Range: Visible
Cost: –
Max SL: 1
Usage Requirements: Once per scenario
Effect: Use this right after the target makes a check. Add +3 to the result of the check.
Weakness: You are treated as „Type: Demon“. Lifestyle during Afterplay costs twice as much.

Demon King’s Army: Demi-human
Timing: Passive / On creation
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: When in an engagement with a party member, add 2d6 to the damage of your attacks.
Weakness: You are treated as „Type: Demi-human“. Also, your maximum HP is -10 (minimum 1).

Demon King’s Army: Slime
Timing: Passive / On creation
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: +5 to your Physical Defense.
Weakness: You are treated as „Type: Artificial“. Also, if an attack targeting you is critical, damage is calculated as if your Physical Defense and Magic Defense were 0.

Demon King’s Army: Undead
Timing: Before damage roll / On creation
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Effective on „Type: Undead“. Use before the damage roll of your attack. Recover HP. HP recovered is [CLx3] points.
Weakness: You are treated as „Type: Undead“. Also, you cannot receive the healing effects of skills, HP recovery skills, and items other than those that are effective on „Type: Undead“.

Demon King’s Army: Magic Beast
Timing: Passive / On creation
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: +5 to all of your attack damage.
Weakness: You are treated as „Type: Magic Beast“. Also, you cannot equip „Equip Slot: Body“ items.

Demon King’s Army: Chimera
Timing: Passive / On creation
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: When choosing this skill, select two „Demon King’s Army“ skills and gain their benefits.
Weakness: You are treated as „Type: Artificial“. If there is a different „Weakness“ or „Type“ due to another „Demon King’s Army“ skill, that „Type“ is also applied.

Poison of Wickedness (邪念の毒)
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Add +1 to the debuff you inflict.

Combat Form (戦闘形態)
Timing: Setup Process
Check: Auto success
Target: Self
Range: –
Cost: 5
Max SL: 1
Usage Requirements: –
Effect: +5 damage to attacks you make. This effect lasts until the end of the round.

Element Atunement (属性偏向)
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: When gaining this skill select one element. Add +5 to Magic Defense. However, you are now weak to the selected element.

Regeneration (肉体再生)
Timing: Cleanup Process
Check: –
Target: Self
Range: –
Cost: 5
Max SL: 1
Usage Requirements: –
Effect: Effective for „Type: Undead“. Recover HP. HP recovered is equel to [CL x 3] points.

Demon King’s Power (魔王の力)
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: When gaining this skill select one other skill. SL of the selected skill and Max SL +1.

Flight (飛翔)
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: You can enter a flying state. When entering the scene, choose whether to apply the effect. By using your Move Action, you can cancel the flying state or return to the flying state.

Extra General Skills

This section just includes more general skills from the advanced rulebook. The general skills: magic will follow later. These skills also include some fun stuff that might make role-playing a certain character in game more fun and add variety:

Extra General Skills

Painting Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: You receive +1d6 to Dexterity checks made to draw pictures. Depending on what you are drawing, the DM can set a difficulty or determine required materials.

Notoriety
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: When you tell someone your name as part of an attempt to intimidate someone, add +1d6 to your Mind checks.

Singing Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Add +1d6 to Mind checks made to sing prettily.

Nature’s Beauty
Timing: Passive
Check: –
Target: Self
Range:-
Cost: –
Max SL: 1
Usage Requirements: –
Effect: You must know Party Skill to learn this skill. During Preplay, you receive Mind x 100 KE.

Kill Mark
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: The rewards your party receives for completing Quests increases by 10% (max +50%). The GM can choose to apply this effect to Quest Effects, too.

Acrobatics Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: This skill is active when the Action Mod of each of your equipped shields and armor items is at least +0. Increase the total result of your Dodge checks by +1. This skill is also active if you have no shields or armor equipped.

Thriftiness Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Reduce the Lifestyle costs you pay during afterplay by 10% (minimum 50%).

Efficient Defense Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Increase the Action Mod and Movement Mod of each of your equipped shield and armor items by +1 (max 0). The effect is applied separately for each item.

Confession Skill
Timing: Free Action
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Once per scenario
Effect: You recover 2d6 mp.
The skill to confess your emotions or secrets for catharsis.

Vocal Mimicry Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: You add +1d6 to Perception checks made to mimic the cries of animals or voices of people.

Advanced Class Imitation Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Adventurer
Effect: All your Base Ability Scores must be at least 10 to learn this skill. With this skill, even if you are not yet level 10, you can learn Advanced Class skills. However, you can at most learn one Advanced Class skill each time you level up.

Business Sense Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: During Preplay, you receive CLx50 KE.

Luxury Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: This skill activates when you choose Suite or Royal for your lifestyle during Preplay. Increase the damage of all your attacks by 1d6.

Aesthetics Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Add +1d6 to Intelligence checks made to determine the value and veracity of art pieces. The DM determines the details of the market and price.

Dignified Povery Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: This skill takes effect when you choose Stable Living for your lifestyle. Add +1 to the total result of all Checks you make.

Additional Equipment Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Increase the Weight Limit of equipped items by +5.

Natural Enemy Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: When you learn this skill, choose one enemy Type. When the target of your attacks is that enemy type, your attacks deal +1d6 damage.

Expert Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: When you learn this skill, choose one class. The total SL of the skills you know from that class must be at least 10. The total check result of checks made for skills of that class are increased by +1. You can learn this skill multiple times, treating each class as a separate skill, such as Expert Warrior.

Ceramics Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Add +1d6 to Dexterity checks made to create bowls and other tableware. Depending on what you want to make, the DM will set a difficulty and determine what resources are required.

Intensive Training Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Choose two Base Ability Scores. Increase one by +3, and decrease the other by -1.

Ruthlessness Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: This skill applies when your attacks deal magic damage of an element that your target is weak to. The damage is increased by +1d6.

Fast Eater Skill
Timing: Major Action (Is this meant to be minor or move?)
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Once per scene
Effect: With a single major action, you may use two Food type items that require a major action to use. This effect lasts until the end of your Main Process.

Bestseller
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Add +1d6 to Mind checks when you speak your name as part of negotiations.
A skill that shows you have made a famous book, or song, or magical device of some kind. The profits may be gone, but your name is still famous… perhaps.

Defense Expertise Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: This skill activates when all Armor type items you have equipped have Equipment Limit: – . Increase your physical defense and magical defense by the amount of Armor items you have equipped.

Armor Training Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: When you learn this skill, choose one of Warrior, Priest, Wizard, or Thief. You can equp Shields and Armor with the equipment limitation of the chosen class regardless of your current class. However, while you have an item that you could not normally use equipped, you receive -1d6 to to Detect Trap, Disarm Trap, Sense Threats, and Magic Checks. Treat each class chosen as a separate skill.

Focus: Archer
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Archer, using a bow
Effect: Your class must be Archer to learn this skill. Increase ranged attack damage by +2. You cannot learn more than one Focus skill.

Focus: Wizard
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Wizard
Effect: Your class must be Wizard to learn this skill. Increase Perception by +1. You cannot learn more than one Focus skill.

Focus: Elemental Master
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Elemental Master
Effect: Your class must be Elemental Master to learn this skill. Choose one element when you learn this skill. Your attacks that deal magic damage of the chosen element increase their damage by +3. You cannot learn more than one Focus skill.

Focus: Warrior
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Warrior
Effect: Your class must be Warrior to learn this skill. Increase Strength by +1. You cannot learn more than one Focus skill.

Focus: Creator
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Creator
Effect: Your class must be Creator to learn this skill. Increase the damage of your attacks by +2. You cannot learn more than one Focus skill.

Focus: Swordfighter
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Swordfighter, dagger, one-handed sword or two-handed sword equipped
Effect: Your class must be Swordfighter to learn this skill. Increase the total result your Hit Checks that use weapons by +1. You cannot learn more than one Focus skill.

Focus: Thief
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Thief
Effect: Your class must be Thief to learn this skill. Increase Agility by +1. You cannot learn more than one Focus skill.

Focus: Priest
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Priest
Effect: Your class must be Priest to learn this skill. Increase Mind by +1. Additionally, increase the effect of your Priest skills that recover HP by +1. You cannot learn more than one Focus skill.

Focus: Knight
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Knight
Effect: Your class must be Knight to learn this skill. It is active when you have used your Oath Skill on someone. Your physical defense increases by +2. You cannot learn more than one Focus skill.

Focus: Adventurer
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Adventurer
Effect: Your class must be Adventurer to learn this skill. Choose one Ability Score, and increase it by 1. You cannot learn more than one Focus skill.

Focus: Lancer
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Lancer, spear equipped
Effect: Your class must be Lancer to learn this skill. Increase your Action Points by +2. You cannot learn more than one Focus skill.

Focus: Rune Knight
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Rune Knight
Effect: Your class must be Rune Knight to learn this skill. Your attacks that deal magic damage have their damage increased by +2. You cannot learn more than one Focus skill.

Scroll Crafting Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: You can acquire items with the type: Scroll at a 10% reduced price (round up). However, the GM can decide that this skill is not applicable if desired.

Cooking Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Add +1d6 to Dexterity checks made to cook food.

Extra Skills Classes

This Section includes extra skills from the advanced rulebook. For now Lei focused on translating the „minor“ classes that each only have 3 Skills to choose from in the base rulebook. This added selection should make those smaller classes than just using them for one level and never touch them again.

Extra Skills: Archer

Arrow Shower
Timing: Major Action
Check: Hit Check
Target: Area (Choose)
Range: Weapon
Cost: 3
Max SL: 1
Usage Requirements: Using bow
Effect: Perform a ranged attack against the targets.
Critical: Add dice

Leg Shot Skill
Timing: Major Action
Check: Auto success (I think this should be Hit Check)
Target: Single
Range: Weapon
Cost: 5
Max SL: 5
Usage Requirements: –
Effect: Perform a Ranged Attack against the target. If you deal at least 1 damage, the target’s Movement is reduced by SLx5. This effect lasts until the end of the round.
Critical: Add dice

Distant Sniping Skill
Timing: Move Action
Check: Auto success
Target: Self
Range: –
Cost:4
Max SL: 3
Usage Requirements: –
Effect: The range of your Ranged Attacks increases by SLx10 and the total result of your hit checks gains a +2 bonus. This effect lasts until the end of your Main Process.

Curve Shot Skill
Timing: Minor Action
Check: Auto Success
Target: Self
Range: –
Cost: 3
Max SL: 1
Usage Requirements: Using bow
Effect: The target of your Ranged Attacks suffer a -1d6 penalty to their Dodge checks. This effect lasts until the end of your Main Process.

Counter Shot Skill
Timing: After damage roll
Check: Auto success
Target: Single
Range: 10m
Cost: 4
Max SL: 1
Usage Requirements: Bow equipped, once per defense
Effect: This skill can be used in response to damage rolls for Ranged Attacks, Magic Attacks, and Special Attacks. The target reduces damage taken by a value equal to your equipped bow’s Attack Power/2.

Point Blank Shot
Timing: Move Action
Check: Auto success
Target: Self
Range:-
Cost: 3
Max SL: 1
Usage Requirements: –
Effect: You can perform Ranged Attacks even against targets you are currently Engaged with. This effect lasts until the end of your Main Process.

Distracting Shot
Timing: Move Action
Check: Auto success
Target: Self
Range: –
Cost: 5
Max SL: 1
Usage Requirements: Bow equipped
Effect: Perform a Combat Movement. If you move, your Dodge checks gain +1d6. This effect lasts until the end of the round.

Second Arrow
Timing: After damage roll
Check: Auto success
Target: Single
Range: Weapon
Cost: –
Max SL: 3
Usage Requirements: Bow equipped, SL times per scenario
Effect: You can use this skill after the target has suffered at least 1 damage from an attack. Choose a bow-type weapon you have equipped. This skill’s range is the same as that weapon’s range. The target suffers HP Loss equal to the chosen weapon’s Attack Power. You cannot use this skill in response to your own attacks‘ damage rolls.

Quick Shot Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: Increase the Action Mod of Bow-type weapons you have equpped by SLx3 (max 0).

Foresight II
Timing: Passive
Check: –
Target: Self
Range:-
Cost: –
Max SL: 1
Usage Requirements: Using bow
Effect: You must have Foresight SL 5 to learn this skill. It is active only when you are under the effects of Foresight, giving +1d6 to the Hit Checks of Ranged Attacks.

Double Shot
Timing: Major Action
Check: Hit Check
Target: Two separate single targets
Range: Weapon
Cost: 6
Max SL: 1
Usage Requirements: Using bow
Effect: Perform a Ranged Attack against the targets.
Critical: Add dice

Sureshot Skill
Timing: Before hit check
Check: Auto success
Target: Self
Range: –
Cost: 20
Max SL: 1
Usage Requirements: Using bow, once per scenario
Effect: Use before making a hit check for a Ranged Attack. Any reactions against this attack automatically fail, and for this attack, the target may use neither skills with Timing: Reaction nor items with Timing: Reaction.

Magic Bullet
Timing: See effect
Check: Automatic success
Target: Self
Range: –
Cost: 8
Max SL: 3
Usage Requirements: SL times per scenario
Effect: Use at the same time as a Ranged Attack. The target’s allies cannot take the Protect action to defend them. If a skill or item allows for using the Protect action, that skill or item also cannot be used.

Weapon Skill: Bow
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Using bow
Effect: Your Hit Checks that use a bow receive +1d6. You cannot use more than one Weapon Skill at the same time.

Continuous Shot
Timing: Move Action
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 5
Usage Requirements: Using bow, once per scene
Effect: Your attack’s target becomes Single*, and adds SLx5 extra damage. This effect lasts until the end of your Main Process.

Extra Skills: Elemental Master

Spirit Activation (Spell)
Timing: After check
Check: Auto success
Target: Single
Range: 20m
Cost: 4
Max SL: 3
Usage Requirements: SL times per scenario
Effect: Use this skill after the target makes a check, and choose one element. The target’s check suffers a -2 penalty. If the target is the same element as the one you chose, it suffers a -3 penalty instead.
A skill that commands spirits to interfere with your opponents‘ actions.

Spirit Blessing (Spell)
Timing: Major Action
Check: Magic Check
Target: Single
Range: Close
Cost: 3
Max SL: 5
Usage Requirements: –
Effect: Select an element when you use this skill. The target’s attacks that deal magic damage of the chosen element deal an extra SLx3 damage. This scene lasts until the end of the scene.
Critical: Cost 0

Exchange Spirit
Timing: Initiative Process
Check: Auto success
Target: Self
Range: –
Cost: 4
Max SL: 1
Usage Requirements: 1/round
Effect: This skill must be used while under the effects of Place Spirit. Choose an element. The element of your Place Spirit effect changes to the chosen element.

Spirit Attack (Spell, see effect)
Timing: Major Action
Check: Magic Check
Target: Single
Range: 20m
Cost: 5
Max SL: 1
Usage Requirements: –
Effect: Can only be used while under the effects of Place Spirit. Make a Magic Attack against the target. This attack deals 2d6+10 damage of the same element chosen for Place Spirit. This skill’s type is treated as Spell (Place Spirit’s Element).

Spirit Barrier (Spell)
Timing: After damage roll
Check: Auto success
Target: Single
Range: Close
Cost: 7
Max SL: 3
Usage Requirements: –
Effect: Can only be used while under the effects of Place Spirit. Reduce damage taken by the target by (SLx2)d6. After you use this skill, the effects of Place Spirit end.

Spirit Support (Spell)
Timing: Setup Process
Check: Magic Check
Target: Single
Range: 20m
Cost: 7
Max SL: 1
Usage Requirements: –
Effect: Choose an element when you use this skill. It affects skills that the target uses with type Spell (chosen element). Add +1d6 to Magic Checks made for these skills. This effect lasts until the end of the Scene, or until the target moves.
Critical: Cost 0

Spirit Fusion (Spell)
Timing: Setup Process
Check: Magic Check (? I think this should be auto success)
Target: Self
Range: –
Cost: 4
Max SL: 3
Usage Requirements: SL times per scene
Effect: Choose an element when you use this skill. It affects magic damage rolls of the chosen element, increasing their damage by 2d6. Additionally, you are treated as being Element: (chosen element). This effect lasts until the end of the round.
Critical: Cost 0

Simultaneous Spirit Attack
Timing: Move action
Check: Auto success
Target: Self
Range: –
Cost: 5
Max SL: 5
Usage Requirements: –
Effect: When you use this skill, change the target of Spirit Attack from Single to Scene (Choose SL+1). Note that you cannot attack targets that are further away than Spirit Attack’s range (20m).

Spirit Endowment (Spell, see effect)
Timing: Minor Action
Check: Auto success
Target: Self
Range: –
Cost: 3
Max SL: 1
Usage Requirements: –
Effect: You must be under the effects of Place Spirit to use this skill. The damage of your weapon attacks becomes magic damage of the element chosen for Place Spirit. This effects lasts until the end of your Main Process. This skill’s type is Spell (Place Spirit’s element).

Place Spirit II
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: You must have Place Spirit 3 to learn this skill. Choose one ability score when you learn this skill. When you are under the effects of your Place Spirit, add +2 to the total result of your checks made with the chosen ability score.

Spirit Endowment II (Spell, see effect)
Timing: Major Action
Check: Magic Check
Target: Single
Range: 20m
Cost: 4
Max SL: 1
Usage Requirements: –
Effect: Requires Spirit Endowment SL 1 to learn. You must be under the effects of Place Spirit to use this skill. The damage of the target’s weapon attacks becomes magic damage of the same element chosen for your Place Spirit skill. This effect lasts until the end of the scene, or until Place Spirit ends. This skill’s type is Spell (Place Spirit’s chosen element).

Spirit Magic
Timing: When using Place Spirit
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Use at the same time as Place Spirit. Choose one General Skill of with type Spell (Place Spirit’s element). You temporarily learn that skill, and may use it with cost 0. You cannot choose skills that require learning another skill to learn. This effect lasts until the end of the scene, or until the effects of Place Spirit end.
A skill that borrows your summoned elemental’s magic spells.

Spirit Revolt
Timing: Minor action
Check: Auto success
Target: Self
Range: –
Cost: 6
Max SL: 1
Usage Requirements: –
Effect: Choose one element when you learn this skill. This skill affects magic damage of the chosen element, increasing damage you deal of that type by your Mind. This effect lasts until the end of your main process. Write the skill down as „Spirit Revolt: Light“ or similar, and treat each element as its own skill.

Spirit Power
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: Choose one element when you learn this skill. Skills of the type Spell (the chosen element) have their cost reduced by SL (min 1). Write this skill down as Spirit Power: Light, or similar, and treat each element as its own skill.

Fixed Placement
Timing: See effect
Check: Auto success
Target: Self
Range: –
Cost: 4
Max SL: 3
Usage Requirements: SL times per scene
Effect: Only works when under the effects of Place Spirit. Use this skill when the effects of a skill, item, or trap tries to move you from your position. You do not move.

Extra Skills: Creator

Create Earth Golem (Spell)
Timing: Setup Process
Check: Auto success
Target: Self
Range: –
Cost: 7
Max SL: 5
Usage Requirements: –
Effect: You create a weapon with the below parameters, and equip it. This item is lost at the end of the scene.
Type: Golem
Level: 1
Weight: 0
Hit Mod: 0
Atk Power: Intelligence + SLx3
Action Mod: 0
Range: Close
Equip Slot: Both

Assault Circle
Timing: Before damage roll
Check: Auto success
Target: Single
Range: 20m
Cost: 7
Max SL: 5
Usage Requirements: Once per round
Effect: Use right before the target makes a damage roll. The damage is increased by SL d6. You roll the extra damage. You cannot target yourself with this skill.

Golem Maintenance (Spell)
Timing: See effect
Check: Auto success
Target: Self
Range: –
Cost: 7
Max SL: 1
Usage Requirements: Golem equipped
Effect: Use this skill at the end of the scene. You do not lose one Golem-type item you have equipped.

Golem Combat
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 5
Usage Requirements: Using Golem
Effect: You add SL+1 to Hit Checks made using a Golem-type weapon.

Golem Defense (Spell)
Timing: After damage roll
Check: Auto success
Target: Single
Range: 5m
Cost: 6
Max SL: 1
Usage Requirements: Golem equipped
Effect: Use after a damage roll that deals damage to you. That damage is reduced by the Atk Power/2 of a Golem-type weapon you have equipped.

Golem Charge (Spell)
Timing: Move Action
Check: Auto success
Target: Self
Range: –
Cost: 3
Max SL: 5
Usage Requirements: Using Golem
Effect: The range of your close-combat attacks becomes SLx5m, and you can use them against enemies you are not currently engaged with. This effect lasts until the end of your Main Process.

Create Shield
Timing: Move Action
Check: Auto success
Target: Self
Range: –
Cost: 7
Max SL: 3
Usage Requirements: –
Effect: Add SLx2 to Dodge checks you make. This effect does not apply to attacks made by characters that are in the same Engagement as you. The effect lasts until the end of the scene, or until you perform a movement.
A skill that moves the earth to create a barrier that blocks attacks made by distant enemies.

Delaying Circle
Timing: Setup Process
Check: Auto success
Target: Single
Range: 20m
Cost: 6
Max SL: 3
Usage Requirements: SL times per scene
Effect: The target’s Action Points are lowered by 2d6. This effect lasts until the end of the round.

Trap Combo
Timing: Major Action
Check: Auto success
Target: Self
Range: –
Cost: 10
Max SL: 1
Usage Requirements: Once per round
Effect: You must have Trap Attack SL 5 to learn this skill. By using this skill, you may use Trap Attack and another skill you know with Timing: Major Action in the same round. You can choose which order to use them in, and they may have the same or different targets.

Trap Attack
Timing: Major action
Check: Perception
Target: Single
Range: 20m
Cost: 5
Max SL: 5
Usage Requirements: –
Effect: Make a Special attack agains the target. A Perception check is treated as the hit check, and damage is (SL+1)d6+10+CL points of physical damage.
Critical: Add dice
A direct attack using a magic circle of deadly power.

Blocking Circle
Timing: Setup Process
Check: Auto success
Target: Single
Range: 20m
Cost: 6
Max SL: 1
Usage Requirements: Once per scene
Effect: The engagement the target is in becomes Blocked. The target may refuse this effect. The effect continues until the target performs a movement, becomes knocked out, or dies.

Booby Trap II
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: This skill is active when you are under the effects of Booby Trap. Attacks you make deal SL d6 extra damage.

Accuracy Interference Skill
Timing: Before check
Check: Auto success
Target: Single
Range: Vision
Cost: 6
Max SL: 3
Usage Requirements: 1/round
Effect: Use before the target makes a Hit Check. That Hit Check’s result is reduced by SLx2.
A skill that uses a magic circle to interrupt enemy attacks.

Defense Interference Skill
Timing: Before check
Check: Auto success
Target: Single
Range: Vision
Cost: 8
Max SL: 3
Usage Requirements: 1/round
Effect: Use before the target performs a Reaction. That reaction’s total result is reduced by SLx2.

Misdirection Trap
Timing: Setup Process
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: The total result of your attacks‘ hit checks is increased by SLx2. This effect lasts until the end of the round.
A skill that uses magic circles to direct enemies to where your attacks will hit them.

Extra Skills: Swordfighter

Kamaitachi
Timing: Major action
Check: Hit check
Target: Single
Range: See effect
Cost: 4
Max SL: 3
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword
Effect: Make a close-combat attack against the target. That attack has a range of SLx10m, and can be used even against enemies you are not engaged with.
Critical: Add dice
The skill to swing your sword at a speed so high you create shock waves to attack faraway enemies.

Quick-Draw Technique II
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword
Effect: You must learn Quick-Draw Technique SL 3 to choose this skill. It activates when you are under the effects of Quick-Draw Technique. The targets of your close-combat attacks have -10 physical defense and magical defense (min 0).

Cut Away
Timing: Reaction
Check: Hit Check
Target: Single
Range: Vision
Cost: 6
Max SL: 3
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword, SL times per scenario
Effect: As a reaction in response to a ranged attack or magic attack performed by the target, make a hit check using an equipped dagger, one-handed sword, or two-handed sword. If you win, the target’s attack against you fails.

Sword Pressure
Timing: Minor Action
Check: Auto success
Target: Self
Range: –
Cost: 6
Max SL: 3
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword
Effect: Your weapon attacks deal SLx3 additional damage. Additionally, if you deal at least 1 point of damage to the target, they receive the Intimidated status.

Fencing Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 5
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword
Effect: Your Hit Checks for weapon attacks receive a bonus of SL+1 to the final check result.

Sword Training
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: All weapons of the dagger, one-handed sword, or two-handed sword types that you equip have their Action Point adjustment treated as SLx2 points higher (max 0).

Attack Detection
Timing: Set-up Process
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 5
Usage Requirements: –
Effect: Reactions that you perform against attacks have their total result increased by SL. This effect lasts until the end of the scene or until you perform a movement.

Sword Defense Skill
Timing: After damage roll
Check: Auto success
Target: Self
Range: –
Cost: 3
Max SL: 1
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword, once per defense
Effect: When you use this skill, choose one dagger, one-handed sword, or two-handed sword that you have equipped. You lower the damage taken by the chosen weapon’s attack/2.

Flashing Blade
Timing: Before damage roll
Check: Auto success
Target: Self
Range: –
Cost: 6
Max SL: 1
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword, once per scene
Effect: Use this right before a close-combat attack’s damage roll. That attack’s damage is changed into Void element magic damage.
The skill to create a blade of invisible energy covering your sword.

Pitilessness
Timing: Cleanup Process
Check: Auto success
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: SL times per scenario
Effect: This skill only works on skills with „per scene“ usage requirements. Choose one such skill. You recover one use of that skill. You can’t use Pitilessness to bring the amount of available uses above the skill’s normal limit.

First Strike (Sen no Sen)
Timing: Setup Process
Check: Auto success
Target: Self
Range: –
Cost: 5
Max SL: 1
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword, once per scene
Effect: Requires Quick-Draw Technique SL 3 to learn. This skill’s effects apply only on enemies that are still Ready, and who have not declared that they will wait. Your weapon attacks against such targets increase their damage by Quick-Draw Technique’s SLx3. This effect lasts until the end of the round.

Cut Through
Timing: See effect
Check: Auto success
Target: Self
Range: –
Cost: 7
Max SL: 3
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword, SL times scene
Effect: Use this skill directly after making a close-combat attack against a target in the same engagement as you. You immediately perform a Withdrawal.
The skill to run by an enemy and attack at the same time.

Illusory Edge
Timing: Setup Process
Check: Auto success
Target: Self
Range: –
Cost: 4
Max SL: 1
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword, once per scene
Effect: If the Hit Check you make for a weapon attack rolls at least one 6, that roll is treated as a critical hit. The additional damage dealt is determined as normal (if you roll one 6, +1d6. 2 sixes, +2d6). This effect lasts until you inflict a critical hit, or until the end of the scene.

Weapon Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Using chosen weapon
Effect: Upon acquiring this skill, select one weapon type. Write this skill down with the chosen type, such as Weapon One-Handed Sword. Add 1d6 to any hit checks made with the chosen weapon. Treat instances of Weapon Skill for other weapons as separate skills. You cannot apply more than one Weapon Skill at a time.

Windless Edge
Timing: Before damage roll
Check: Auto success
Target: Self
Range: –
Cost: 5
Max SL: 3
Usage Requirements: Using a dagger, one-handed sword, or two-handed sword, once per scene
Effect: Use this skill before rolling damage for a weapon attack that resulted in a critical hit. The damage of that attack increases by SLx10.

Extra Skills Knight

Code of Chivalry
Timing: After damage roll
Check: Auto success
Target: Single
Range: Close
Cost: 3
Max SL: 1
Usage Requirements: Once per defense
Effect: You cover the target. You can cover them even if you are spent, and you do not become spent after covering them. If the target of this skill is the target of your Oath Skill, treat range as 20m.

Escort
Timing: Move action
Check: Auto success
Target: See effect
Range: See effect
Cost: 4
Max SL: 1
Usage Requirements: Once per round
Effect: Choose one character in the same engagement as you. You may make a Combat Movement. The chosen character moves with you to your destination. The target can refuse this effect.

Close Guard
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: This skill is active when you are in a Blocked engagement. Your physical defense and magical defense increase by SLx3. If you cover someone, you cannot use this skill.

Shield Crash
Timing: Before damage roll
Check: Auto success
Target: Self
Range: –
Cost: 3
Max SL: 1
Usage Requirements: Shield equipped
Effect: You can only use this skill directly before a close-combat attack’s damage roll. Increase the damage by the weight of one shield that you have equipped.

Strengthened Oath: Inspiration
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: When the target of your Oath Skill is in the same scene as you, the cost of skills you use is reduced by SL (min 1).

Command Skill
Timing: Set-up Process
Check: Auto success
Target: Area (Choose)
Range: Close
Cost: 7
Max SL: 3
Usage Requirements: –
Effect: Increase the damage of the targets‘ attacks by SLx3. This effect lasts until the end of the round.

Strengthened Oath: Protection
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: This skill is active only when the target of your Oath Skill is in the same scene as you. Physical defense and Magical defense increase by SLx2.

Strengthened Oath: Encouragement
Timing: Before Check
Check: Auto success
Target: Single
Range: Scene
Cost: –
Max SL: 3
Usage Requirements: SL times per scenario
Effect: This skill can only be used on the target of your Oath Skill. Use it before the target makes a check. Add 1d6 to the total result of the check. (This is phrased differently from most cases where dice are added to a check. Does this die not add to critical hits…?)

Shield Defense Skill
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: Shield equipped
Effect: Your physical defense increases by SL, and your magic defense increases by SLx2.

Oath Support: Substitution
Timing: See effect
Check: Auto success
Target: Single
Range: Scene
Cost: –
Max SL: 3
Usage Requirements: SL times per scenario
Effect: You can only use this skill when the target of your Oath Skill receives a negative status effect. Immediately transfer the negative status effect to yourself. If they received multiple negative status effects, transfer all of them.

Eradication Skill II
Timing: Before Check
Check: Auto success
Target: Self
Range: –
Cost: 9
Max SL: 3
Usage Requirements: SL times per scene
Effect: Requires Eradication Skill SL 3 to learn. Can only be used when under the effects of Eradication Skill. Activate the skill before you make a weapon attack hit check. Add 2d6 to that hit check.

„Nioudachi“. Stance of the Deva Kings…? Arms Akimbo. You Shall Not Pass
Timing: Move action
Check: Auto success
Target: Self
Range: –
Cost: 4
Max SL: 1
Usage Requirements: –
Effect: The engagement you are currently in becomes Blocked. This effect lasts until you move, become knocked out, or die.

Immortal Determination
Timing: Set-up Process
Check: Auto success
Target: Self
Range: –
Cost: 4
Max SL: 3
Usage Requirements: –
Effect: Your weapon attacks deal SLx2 additional damage, and your physical defense increases by SLx2. This effect lasts until the end of the scene. However, if you ever take the Withdrawal action, you cannot benefit from this skill for the rest of the scenario.

Rallying Skill
Timing: Set-up Process
Check: Auto success
Target: Self
Range: –
Cost: 7
Max SL: 3
Usage Requirements: SL times per scenario
Effect: You can only use this skill when you have used Oath Skill on someone. Move to the engagement that the target of your Oath Skill is in. The movement granted by this skill ignores engagement and blockages.

Struggle
Timing: Major Action
Check: Hit Check
Target: Single
Range: Weapon
Cost: 5
Max SL: 3
Usage Requirements: –
Effect: Make a close-combat attack against the target. The damage of this attack increases by SLx3. If the target of this attack is a mob enemy, the damage increases by SLx5 instead. (The text says ‚Levelx5‘. I think SL is more likely than CL…)

Extra Skills: Lancer

Diversion II
Timing: When using diversion
Check: Auto success
Target: Self
Range: –
Cost: 4
Max SL: 1
Usage Requirements: Once per scene
Effect: You must have diversion 3 to learn this skill. Use it at the same time as Diversion. The target of Diversion suffers -1d6 to checks made as part of Major Actions. This effect lasts until the end of the round.

Windmill
Timing: Major Action
Check: Hit Check
Target: Area (Choose)
Range: Weapon
Cost: 5
Max SL: 3
Usage Requirements: Using spear
Effect: Perform a weapon attack against the target(s). If there are 2 or more Mob enemies among the targets, the damage of the attack increases by SLx2.

Swift Thrust
Timing: Minor action
Check: Auto success
Target: Self
Range: –
Cost: 5
Max SL: 1
Usage Requirements: Using spear
Effect: Add Perception to the damage of your weapon attacks. This effect lasts until the end of your Main Process.

Spiral Thrust
Timing: Before damage roll
Check: Auto success
Target: Single
Range: Close
Cost: 7
Max SL: 3
Usage Requirements: Using spear, once per scene
Effect: Use before making a damage roll for a weapon attack. The damage of that attack cannot be reduced by skills or item effects. Additionally, the defense and magic defense of the target are treated as SLx4 points lower (min 0).

Spear Turn
Timing: After damage roll
Check: Auto success
Target: Self
Range: –
Cost: 6
Max SL: 3
Usage Requirements: Using spear, SL times per scene
Effect: Use this skill when receiving magic damage. The magic damage is reduced by 3d6.
A skill that protects you from magic by spinning your spear.

Spear Sense
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Spear equipped
Effect: Increase Perception by +2.
A skill that shows your skills are so polished you can sense your surroundings from the tip of your spear.

Zone of Lancer
Timing: Move action
Check: Auto success
Target: Self
Range: –
Cost: 4
Max SL: 1
Usage Requirements: Spear equipped
Effect: The engagement you are in becomes Blocked. This effects lasts until you perform a movement, become knocked out, or die.

Anti-air Skill
Timing: Move action
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: This skill works when the target of your attack has the Flying status. Your damage with weapon attacks increases by SLx5. If this attack deals at least 1 damage, the target’s Flying status ends. This effect lasts until the end of your Main Process.

Weapon Skill: Spear
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Using spear
Effect: Your Hit Checks for weapon attacks gain +1d6. You cannot use more than one Weapon Skill at the same time.

Jump Move
Timing: Setup Process
Check: Auto success
Target: Self
Range: –
Cost: 6
Max SL: 3
Usage Requirements: Spear equipped, SL times per scene
Effect: You gain the Flying status and may immediately perform a combat move. You may choose not to move if you do not want to. The Flying status ends at the end of your movement.

Heavy Thrust
Timing: Move action
Check: Auto success
Target: Self
Range: –
Cost: 10
Max SL: 3
Usage Requirements: Using spear, SL times per scenario
Effect: Perform a weapon attack. This attack’s target changes to Single*, and you add the weight of the weapon used to damage (Max +20). This effect lasts until the end of your main process.

Multiple Lancing
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: Spear equipped
Effect: This skill activates when you only have one weapon equipped. That weapon’s attack power increases by +2. Additionally, regardless of the weapon’s equipment slot type, you can use it for all skills that require one-handed or two-handed weapons.

Lance Style: Light
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: Using spear, using one-handed weapon
Effect: Increase the total result of your Dodge checks by 2, and increase your weapon attacks‘ damage by SLx2.

Lance Style: Heavy
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: Spear equipped, two-handed weapon equipped
Effect: Your physical defense increases by +3, and your magical defense increases by SLx2.

Long Battle
Timing: Move Action
Check: Auto success
Target: Self
Range: –
Cost: 3
Max SL: 1
Usage Requirements: Using spear
Effect: Your close-range attacks can target even enemies you are not engaged with. The range of these attacks becomes 5m. This effect lasts until the end of your Main Process.

Extra Skills: Rune-Knight

Strengthening Rune (Spell)
Timing: Setup Process
Check: Magic Check
Target: Self
Range: –
Cost: 5
Max SL: 3
Usage Requirements: SL times per scenario
Effect: Choose one attribute. Checks using the selected attribute add a +2 bonus to the final result. This effect lasts until the end of the round.
A skill that applies a rune that strengthens one of your abilities onto your body.

Hastening Rune
Timing: Setup Process
Check: Automatic success
Target: Single
Range: Close
Cost: 5
Max SL: 3
Usage Requirements: –
Effect: The target’s Action Points increase by SLx2. This effect lasts until the end of the Scene.
This rune amplifies the target’s speed, allowing them to act faster.

Unleash Rune
Timing: Before damage roll
Check: Automatic success
Target: Single
Range: Close
Cost: 6
Max SL: 1
Usage Requirements: Once per scene
Effect: This skill must be used on a target that current has a Weapon Rune or Elemental Rune active. Declare that you will use this skill just before the target rolls damage. That damage is increased by 3d6. After the attack, the effects of one Weapon Rune or Elemental Rune on the target ends. The target may refuse this skill if they want.
The skill to release all the power stored in a weapon’s rune at once.

Rune Combat
Timing: Passive
Check: –
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: –
Effect: Only effective while you have Weapon Rune or Elemental Rune active. Hit rolls you make receive a bonus of SL+2 to the final result.
The skill to use the runes on your weapon and body to fight.

Rune Magic (Spell)
Timing: Major Action
Check: Magic Check
Target: Single
Range: 20m
Cost: 6
Max SL: 1
Usage Requirements: –
Effect: You can only use this when you are under the effects of an Elemental Rune. Make a magic attack against the target, dealing 2d6+10 damage. This damage is of the same element as the item that was used to activate Elemental Rune.
Critical: Add dice
A skill that draws out the elemental power contained in your runes to attack.

Rune Amplification
Timing: See Effect
Check: Automatic success
Target: Single
Range: Close
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Can only be used on targets currently under the effects of an Elemental Rune. The skill is used at the same time as that target makes an attack. Expend an item of the same type that was used for the target’s Elemental Rune. The target’s attack becomes Target: Area (Choose).
A skill that amplifies the power of runes through resonance.

Curse Rune
Timing: Major
Check: Hit Roll
Target: Single
Range: Weapon
Cost: 6
Max SL: 1
Usage Requirements: –
Effect: Make a physical attack against the target. If that attack deals at least 1 damage, the target takes a -1d6 penalty to all major action checks. This effect lasts until the end of the round.
Critical: Add dice
A skill that attacks the target to carve a cursed rune into their body.

Barrier Rune (Spell)
Timing: After damage roll
Check: Automatic success
Target: Area (Choose)
Range: Close
Cost: –
Max SL: 3
Usage Requirements: –
Effect: This skill spends one gem item when used. Use it directly after the target(s) take damage. That damage is reduced by (SL)d6.
A skill that draws power from gems to create a wall that blocks attacks.

Great Rune
Timing: See Effect
Check: Automatic success
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: SL times per scenario
Effect: You must have Weapon Rune SL 5 or Armor Rune SL 5 to learn this skill. Use it at the same time as either Weapon Rune or Armor Rune. The SL of that effect increases by 2, above the maximum normally possible.
A skill that combines special sigils to increase the effect of runes.

Elemental Rune II
Timing: Major Action
Check: Automatic Success
Target: Single
Range: Close
Cost: –
Max SL: 1
Usage Requirements: –
Effect: You must have Elemental Rune SL 1 to learn this skill. By using this skill, you can activate Elemental Rune with the properties Timing: Major Action, Target: Single, Range: Close. The target can refuse the effects of Elemental Rune. If that happens, no gem is consumed.
The skill to use Elemental Rune on other people.

Healing Rune (Spell)
Timing: Major Action
Check: Magic Check
Target: Single
Range: Close
Cost: –
Max SL: 1
Usage Requirements: –
Effect: This skill does not work on targets with Element: Darkness. Using the skill consumes one Diamond. The target heals 5d6+CLx3 hit points and is cured of one negative status effect.
Critical: Add dice
A skill that draws a healing rune to cure the wounds of the target.

Conversion Rune (Spell)
Timing: Before damage roll
Check: Automatic success
Target: Self
Range: –
Cost: –
Max SL: 1
Usage Requirements: –
Effect: Only works on magic damage. Spend one gem item before making the damage roll. The damage of the attack is increased by 2d6.
A skill that draws magic power from gems to amplify attack power.

Gem Preservation
Timing: See Effect
Check: Automatic success
Target: Self
Range: –
Cost: 5
Max SL: 5
Usage Requirements: SLx2 times per scenario
Effect: Use at the same time as another Rune Knight (The original text accidentally calls them rune masters here…) skill. The skill works as it normally would, but without expending any gems.
The skill to suppress the magic of your runes and prevent gems from shattering.

„Destruction Rune“ (Spell) (The official translation uses ‚rune‘ for ‚kokuin‘. For this skill the meaning might be closer to ’seal‘)
Timing: Setup Process
Check: Magic Check
Target: Area (Choose SL)
Range: Close
Cost: 5
Max SL: 5
Usage Requirements: –
Effect: Choose one negative status effect when you use this skill. The targets become immune to that status effect. This effect lasts until the end of the round.

Combo Rune
Timing: Setup Process
Check: Automatic success
Target: Self
Range: –
Cost: –
Max SL: 3
Usage Requirements: SL times per Scene
Effect: When you use this skill, choose two other Rune Knight skills with timing: Setup process. You can use both skills immediately, in any order you choose, and they can have the same or different targets. This skill cannot be used to activate any skills that give you further extra actions in the Setup Process, and it cannot be used to activate itself.
The skill to carve multiple runes at once.

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